Results 1 - 12 of 12
Project Persons Year Tags
AR Slotmachine (Total Immersion, Nike) 2008 desktop, graphic shape recognition, marker logo's, generative animation, single user, small field of view, reactive to marker position, linear slot machine game, in front of any computer with webcam, ARvertising, slot-machine, game, gamble, nike, prizes
Nike 6.0 utilized an augmented reality slot machine game as a way to distribute prizes to event goers at various extreme sporting events. At the US Open of Surfing, over 10,000 players spun for their chance to win. Over a period of 3 days, people waited in lines that wrapped around the Nike booth to hold their scratcher tickets up to a webcam where a virtual slot machine would pop up and reveal whether or not their card was a winner.
ARflashmob Sander Veenhof / SNDRV 2010 flashmob, event, Smartphone, shape recognition, marker, 3d still, multi-user, 360 small field of view, statue, Amsterdam, reactive to hand position, no narrative, Dam square
Every square in every major city in the world knows the 'human statue' phenomenon. On the Dam square in Amsterdam we've the following set of characters: a Darth Vader, a superman, a gladiator and some undecipherable sort of gothic characters. Even though they have nothing to do with the city of Amsterdam, people go and have their picture taken with them on and off. But not on the 24th of April! Then, the majority of people will be photographing the empty space beside Darth. Because that space will be occupied by virtual 'human sculptures', brought alive by Augmented Reality applications on iPhones and Android devices!
Audio Space Theo Watson 2005 headphones, microphone, voice sound, deformed sound, single-user, reactive to head position, filles the whole room, unconscious choice of narrative by movement, anywhere indoors, environment, sound, sonic
Audio Space is a 3D augmented aural space. A user wearing a headset can leave messages at any point within the room and hear all the sounds left by everyone before them spatialised as if the people were really still there. It has been exhibited at ICHIM 05 in Paris, the 2006 Eyebeam Summer Exhibition in New York, Netherlands Institute for Media Art Amsterdam 2007 and TAG The Hague 2008. Later version transform the voice into sonic structures that create a rich and layered sonic environment.
Body Paint Mehmet Akten 2009 spacial projection, motion tracking, bodies, generative animation, multi-user, large field of view, human live performance, interaction with public, live, generative, non-linear narrative, any stage, live, dance, motion tracking, real-time
“Body Paint” by Mehmet Akten is an interactive installation and performance allowing users to paint on a virtual canvas with their body, interpreting gestures and dance into evolving compositions. The installation is designed to work with any number of people and is scalable to cover small or large areas. The interaction is very simple - movement creates paint. Hidden in the simplicity, are many layers of subtle details. Different aspects of the motion - size, speed, acceleration, curvature, distance all have an effect on the outcome - strokes, splashes, drips, spirals - and is left up to the users to play and discover.
Displacements Michael Naimark 2005 spacial projection, filmed video-mapping, white room, people, video, multi/single user, small field of view, linear narrative, specific for that white room, projection mapping, installation
Displacements is an immersive film installation. An archetypal Americana living room was installed in an exhibition space. Then two performers were filmed in the space using a 16mm motion picture camera on a slowly rotating turntable in the room’s center. After filming, the camera was replaced with a film loop projector and the entire contents of the room were spray-painted white. The reason was to make a projection screen the right shape for projecting everything back onto itself. The result was that everything appears strikingly 3D, except for the people, who of course weren’t spray-paint white, and consequently appeared very ghostlike and unreal.
Eye pet Nicolas Doucet (playstation) 2009 tv screen, motion detection, user, generative animation, multi-user, flat small field of view, non-linear interactive narrative, any tv with playstation, playstation3, game, kids
The game uses the PlayStation Eye camera to allow a virtual pet to interact with people and objects in the real world. Using augmented reality, the simian, gremlin-like creature appears to be aware of its environment and surroundings and reacts to them accordingly. The player can place objects in front of the animal and the game will interpret what the object is and respond to it.[
Film Museum - Augmented Sand Sculpture Theo Watson, Emily Gobeille (Film Museum Amsterdam) 2009 spacial projection, videomapping, sand sculpture, animation, sound, multi-user, 180 large field of view, natural eye movement, linear 2 minute animation, space-specific, projection mapping, sculpture, architecture
For the groundbreaking of the new Film Museum site in Amsterdam Overhoek I was asked by Wieden + Kennedy to develop an augmented projection to dynamically unveil a five meter long sand sculpture of the future building. Working with Emily Gobeille we developed a two minute animation that unveiled the building in a series of stages that highlighted both the architectural elements of the building as well as giving a preview of what people would experience inside.
Hand From Above Chris O’Shea (Abandon Normal Devices, Liverpool City Council, BBC) 2009 moving billboard, video tracking, people on the square, video and animation, multi-user, large field of view, reacts on human presence, non-linear narrative, any square, Leicester Comedy Festival
Hand From Above encourages us to question our normal routine when we often find ourselves rushing from one destination to another. Inspired by Land of the Giants and Goliath, we are reminded of mythical stories by mischievously unleashing a giant hand from the BBC Big Screen. Passers by will be playfully transformed. What if humans weren’t on top of the food chain?
Laser Tag Theo Watson (Eyebeam's Graffiti Research Lab) 2007 spacial projection, laser, hand-drawn graphic, generative abstract graphics, multi-user, 180 large field of view, natural eye movement, non-linear graphics generated by the public, anywhere, quick setup, laser, outdoors, generative, graffiti, projection, architecture
During a cold week in February, armed with several high power lasers, two hardcore projectors and a camper van, the Graffiti Research Lab and I went about turning the back of a large office building in Rotterdam into a massive laser-tagable space. Writers from all over Europe came down to have a go at writing their tags 140 feet high. Kids, old people and random members of the public all enjoyed being able to write messages on a building which could be seen across the whole city.
Night Lights Joel Gethin Lewis, Zach Lieberman, Pete Hellicar, Kyle McDonald, Todd Vanderlin w/ Daito (The Electric Canvas, YesYesNo, Inside Out, The Church ) 2009 spacial projection, projection mapping, motion tracking, building, live video feed of people, generative video, multi-user, 180 large field of view, uses body outlines, generative non-linear narrative, mapped on the ferry building, projectionmapping, phone, movement, openframeworks
In this installation YesYesNo teamed up with The Church, Inside Out Productions and Electric Canvas to turn the Auckland Ferry Building into an interactive playground. Our job was to create an installation that would go beyond merely projection on buildings and allow viewers to become performers, by taking their body movements and amplifying them 5 stories tall
Puma Lift (Droga5, Puma) 2009 recorded projection, filmed video-mapping, white room, people, video, animation, multi/single user, small field of view, linear story, played on any computer, ARvertising, puma, ad, commercial
The New York ad agency Droga5 made this film where you can see a couple moving through different virtual sceneries. In the end they reveal that the whole room and the clothing was actually white and that it was a projection.
Songdo Yannick Jacquet, Joanie, Lemercier, Olivier Ratsi (AntiVJ) 2009 Spacial Projection, video mapping, architecture, animation, sound, multi-user, 180 large field of view, linear narrative, space-specific, Songdo City, modern architecture
The importance of technology, the coexistence of the ancient and the new and the presence of the sea as both a calming and menacing elements seem to be the fundamental ideas to the creation and development of this model-city. The city of Songdo is a challenge to human’s ability to plan a large scale construction work and, most of all, it will reflect on how urban society can be organized for people to interconnect, network and live with each other in such controlled and optimized environment. AntiVJ’s will present a visual+sonic piece exploring these ideas.